precision mediump float;



uniform sampler2D u_sampler0;
uniform sampler2D u_sampler1;

uniform float pct;
varying vec2 v_uv;

void main() {
     vec4 color1 = texture2D(u_sampler0,v_uv);
     vec4 color2 = texture2D(u_sampler1,v_uv);
     gl_FragColor = mix(color1,color2,pct);
}
